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Virtual and Augmented Reality: How New Technologies Inspire Learning

Is VR useful in schools?

By Yevhen KasyanenkoPublished about a year ago 4 min read

In the digital age, today's children have many opportunities for development and learning. With the help of the latest technologies, kids can fly in space, look at a real dinosaur and conduct chemical experiments like a real scientist. In turn, parents and teachers should make every effort to instill in the child a love of knowledge from an early age.

Recent studies show that the volume of the educational software market in 2018 was $2.3 billion, and by 2025 this figure will double. This indicates the active implementation and use of software in all areas of education. In kindergartens, schools and universities around the world, many technologies are used to provide interactive learning for children.

Immersive teaching methods

Such interactive tools include virtual and augmented reality technologies. First, it is worth figuring out what these technologies are and what is the difference between them.

Augmented Reality (AR) technologies are able to project digital information (images, videos, text, graphics) outside the screens of devices and combine virtual objects with the real environment. Popular a few years ago, the Pokemon GO game is a prime example of AR technology. Virtual Reality (VR) with the help of a 360° picture takes a person to an artificial world, where the environment is completely changed. You can get acquainted with augmented reality with just one smartphone, but you will need a special helmet or glasses to immerse yourself in the virtual space.

These immersive teaching methods have the potential to become a major tool in education and revolutionize the learning of both schoolchildren and students. Teachers can use virtual and augmented reality to interact with different objects in three-dimensional space. For example, while exploring the solar system, children will be able not only to look at boring drawings in a textbook, but to truly immerse themselves in outer space thanks to a virtual reality helmet. Just imagine that your child flies between planets, learning their secrets.

What are the benefits of AR and VR for learning

Virtual and augmented reality technologies give pupils and students the opportunity to study subjects more deeply, analyze the consequences of world events, participate in archaeological expeditions and much more, and most importantly — in an entertaining way. AR and VR allow you to gain experiencesthat students don't normally have access to.

5 facts in favor of immersive technologies:

Visibility. In the virtual space without obstacles, you can examine any process or object in detail, which is much more interesting than looking at the pictures in a textbook. For example, through the Anatomyuo application, you can study the structure of the body in the smallest detail, and Operation Apex will show all the riches of the underwater world.

Focus. In a virtual environment, a person will not be distracted by external stimuli, which will allow you to fully focus on the material.

Maximum engagement. Immersive technologies provide the ability to fully control and change the scenario of events. A student can witness historical events, conduct an experiment in physics or chemistry with his own hands, or solve a problem in a playful and understandable way.

Security. With the help of VR and AR technologies, you can carry out a complex operation, drive a sports car or even a space shuttle, conduct an experiment with hazardous chemicals and at the same time not harm yourself or the environment.

Effectiveness. Scientists at the University of Maryland conducted a study in which they asked two groups of people to remember the location of certain images. During the experiment, one of the groups used virtual reality helmets, the second used ordinary computers. At the same time, the group that studied images using VR helmets showed a result 10% higher than the participants of the other group.

Also, the latest technologies play an important role in educating children with physical, social or cognitive impairments. After all, with the help of immersive technologies, it is possible to create an inclusive learning environment, taking into account the needs and capabilities of everyone. This can be one of the important steps in the democratization of knowledge.

Technology companies are actively working on the formation of educational content. For example, Lenovo has developed a dedicated virtual classroom that can create a blended learning environment and make school life rich and fun for students and teachers alike. Such a virtual classroom consists of various devices (virtual reality helmet, tablet, router), as well as software and comprehensive educational programs for children of different ages. And in cooperation with Google, the company has created more than 700 virtual tours that can take students anywhere on Earth: from the depths of the world's oceans to the most famous museums in Europe.

Virtual education in the world

Immersive technologies have gained great popularity in the world. At North Carolina State University, virtual reality is used in the study of biology, ecology, evolution, and other natural sciences. During virtual field research, students find, observe, and study organisms in their natural habitat.

At Penn State University in Pennsylvania, students of all majors attend hands-on classes in classrooms equipped with virtual reality technologies. During practical classes, they learn from situations that they may potentially face in the future. This approach increases the effectiveness of learning and prepares students for real-world work situations.

Something similar is practiced at the University of Westminster, where a virtual space for criminal law students has been built. In this space, they solve cases, hunt for clues and evidence, interrogate suspects and follow in the footsteps of the killer.

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About the Creator

Yevhen Kasyanenko

CEO in KISS Software. IT sciences writer in such areas as virtual reality, CRM systems, e-commerce, cybersecurity, artificial intelligence, game development, blockchain. One of the authors of IT Blog.

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